mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 22:20:20 +00:00
694c06f3d0
# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete.
243 lines
7.9 KiB
Rust
243 lines
7.9 KiB
Rust
//! A compute shader that simulates Conway's Game of Life.
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//!
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//! Compute shaders use the GPU for computing arbitrary information, that may be independent of what
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//! is rendered to the screen.
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use bevy::{
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prelude::*,
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render::{
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extract_resource::{ExtractResource, ExtractResourcePlugin},
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render_asset::RenderAssetUsages,
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render_asset::RenderAssets,
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render_graph::{self, RenderGraph, RenderLabel},
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render_resource::*,
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renderer::{RenderContext, RenderDevice},
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Render, RenderApp, RenderSet,
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},
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window::WindowPlugin,
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};
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use std::borrow::Cow;
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const SIZE: (u32, u32) = (1280, 720);
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const WORKGROUP_SIZE: u32 = 8;
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fn main() {
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App::new()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// uncomment for unthrottled FPS
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// present_mode: bevy::window::PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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GameOfLifeComputePlugin,
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))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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let mut image = Image::new_fill(
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Extent3d {
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width: SIZE.0,
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height: SIZE.1,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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&[0, 0, 0, 255],
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TextureFormat::Rgba8Unorm,
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RenderAssetUsages::RENDER_WORLD,
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);
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image.texture_descriptor.usage =
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TextureUsages::COPY_DST | TextureUsages::STORAGE_BINDING | TextureUsages::TEXTURE_BINDING;
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let image = images.add(image);
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commands.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
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..default()
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},
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texture: image.clone(),
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..default()
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});
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commands.spawn(Camera2dBundle::default());
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commands.insert_resource(GameOfLifeImage { texture: image });
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}
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struct GameOfLifeComputePlugin;
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#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
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struct GameOfLifeLabel;
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impl Plugin for GameOfLifeComputePlugin {
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fn build(&self, app: &mut App) {
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// Extract the game of life image resource from the main world into the render world
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// for operation on by the compute shader and display on the sprite.
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app.add_plugins(ExtractResourcePlugin::<GameOfLifeImage>::default());
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let render_app = app.sub_app_mut(RenderApp);
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render_app.add_systems(
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Render,
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prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
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);
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let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
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render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
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render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
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}
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fn finish(&self, app: &mut App) {
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let render_app = app.sub_app_mut(RenderApp);
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render_app.init_resource::<GameOfLifePipeline>();
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}
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}
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#[derive(Resource, Clone, Deref, ExtractResource, AsBindGroup)]
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struct GameOfLifeImage {
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#[storage_texture(0, image_format = Rgba8Unorm, access = ReadWrite)]
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texture: Handle<Image>,
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}
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#[derive(Resource)]
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struct GameOfLifeImageBindGroup(BindGroup);
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fn prepare_bind_group(
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mut commands: Commands,
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pipeline: Res<GameOfLifePipeline>,
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gpu_images: Res<RenderAssets<Image>>,
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game_of_life_image: Res<GameOfLifeImage>,
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render_device: Res<RenderDevice>,
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) {
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let view = gpu_images.get(&game_of_life_image.texture).unwrap();
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let bind_group = render_device.create_bind_group(
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None,
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&pipeline.texture_bind_group_layout,
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&BindGroupEntries::single(&view.texture_view),
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);
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commands.insert_resource(GameOfLifeImageBindGroup(bind_group));
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}
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#[derive(Resource)]
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struct GameOfLifePipeline {
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texture_bind_group_layout: BindGroupLayout,
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init_pipeline: CachedComputePipelineId,
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update_pipeline: CachedComputePipelineId,
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}
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impl FromWorld for GameOfLifePipeline {
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fn from_world(world: &mut World) -> Self {
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let render_device = world.resource::<RenderDevice>();
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let texture_bind_group_layout = GameOfLifeImage::bind_group_layout(render_device);
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let shader = world
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.resource::<AssetServer>()
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.load("shaders/game_of_life.wgsl");
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let pipeline_cache = world.resource::<PipelineCache>();
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let init_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: None,
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layout: vec![texture_bind_group_layout.clone()],
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push_constant_ranges: Vec::new(),
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shader: shader.clone(),
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shader_defs: vec![],
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entry_point: Cow::from("init"),
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});
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let update_pipeline = pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: None,
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layout: vec![texture_bind_group_layout.clone()],
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push_constant_ranges: Vec::new(),
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shader,
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shader_defs: vec![],
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entry_point: Cow::from("update"),
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});
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GameOfLifePipeline {
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texture_bind_group_layout,
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init_pipeline,
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update_pipeline,
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}
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}
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}
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enum GameOfLifeState {
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Loading,
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Init,
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Update,
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}
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struct GameOfLifeNode {
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state: GameOfLifeState,
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}
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impl Default for GameOfLifeNode {
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fn default() -> Self {
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Self {
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state: GameOfLifeState::Loading,
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}
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}
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}
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impl render_graph::Node for GameOfLifeNode {
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fn update(&mut self, world: &mut World) {
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let pipeline = world.resource::<GameOfLifePipeline>();
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let pipeline_cache = world.resource::<PipelineCache>();
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// if the corresponding pipeline has loaded, transition to the next stage
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match self.state {
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GameOfLifeState::Loading => {
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if let CachedPipelineState::Ok(_) =
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pipeline_cache.get_compute_pipeline_state(pipeline.init_pipeline)
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{
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self.state = GameOfLifeState::Init;
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}
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}
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GameOfLifeState::Init => {
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if let CachedPipelineState::Ok(_) =
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pipeline_cache.get_compute_pipeline_state(pipeline.update_pipeline)
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{
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self.state = GameOfLifeState::Update;
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}
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}
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GameOfLifeState::Update => {}
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}
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}
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fn run(
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&self,
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_graph: &mut render_graph::RenderGraphContext,
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render_context: &mut RenderContext,
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world: &World,
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) -> Result<(), render_graph::NodeRunError> {
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let texture_bind_group = &world.resource::<GameOfLifeImageBindGroup>().0;
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let pipeline_cache = world.resource::<PipelineCache>();
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let pipeline = world.resource::<GameOfLifePipeline>();
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let mut pass = render_context
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.command_encoder()
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.begin_compute_pass(&ComputePassDescriptor::default());
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pass.set_bind_group(0, texture_bind_group, &[]);
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// select the pipeline based on the current state
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match self.state {
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GameOfLifeState::Loading => {}
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GameOfLifeState::Init => {
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let init_pipeline = pipeline_cache
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.get_compute_pipeline(pipeline.init_pipeline)
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.unwrap();
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pass.set_pipeline(init_pipeline);
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pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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GameOfLifeState::Update => {
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let update_pipeline = pipeline_cache
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.get_compute_pipeline(pipeline.update_pipeline)
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.unwrap();
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pass.set_pipeline(update_pipeline);
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pass.dispatch_workgroups(SIZE.0 / WORKGROUP_SIZE, SIZE.1 / WORKGROUP_SIZE, 1);
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}
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}
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Ok(())
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}
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}
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